added blacksmith
parent
863d79debb
commit
8f73f23699
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@ -1,11 +1,12 @@
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-- list of schematics
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local schematic_table = {
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hut = {name = "hut", mts = schem_path.."hut.mts", hsize = 10, max_num = 0.9, rplc = "y"},
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garden = {name = "garden", mts = schem_path.."garden.mts", hsize = 10, max_num = 0.2, rplc = "n"},
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lamp = {name = "lamp", mts = schem_path.."lamp.mts", hsize = 7, max_num = 0.2, rplc = "n"},
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tower = {name = "tower", mts = schem_path.."tower.mts", hsize = 10, max_num = 0.2, rplc = "n"},
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well = {name = "well", mts = schem_path.."well.mts", hsize = 10, max_num = 0, rplc = "n"},
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church = {name = "church", mts = schem_path.."church.mts", hsize = 14, max_num = 0.1, rplc = "n"}
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hut = {name = "hut", mts = schem_path.."hut.mts", hsize = 11, max_num = 0.9, rplc = "y"},
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garden = {name = "garden", mts = schem_path.."garden.mts", hsize = 11, max_num = 0.2, rplc = "n"},
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lamp = {name = "lamp", mts = schem_path.."lamp.mts", hsize = 8, max_num = 0.1, rplc = "n"},
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tower = {name = "tower", mts = schem_path.."tower.mts", hsize = 11, max_num = 0.15, rplc = "n"},
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well = {name = "well", mts = schem_path.."well.mts", hsize = 11, max_num = 0, rplc = "n"},
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church = {name = "church", mts = schem_path.."church.mts", hsize = 15, max_num = 0.075, rplc = "n"},
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blacksmith = {name = "blacksmith", mts = schem_path.."blacksmith.mts", hsize = 11, max_num = 0.1, rplc = "n"},
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}
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local count_buildings ={}
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-- iterate over whole table to get all keys
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@ -40,7 +41,7 @@ function settlements.build_schematic(pos, building, replace_wall, name)
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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settlements.foundation(pos, width, depth, height, rotation)
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-- place schematic
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minetest.after(2, function()
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minetest.after(3, function()
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minetest.place_schematic(pos, schematic, rotation, nil, true)
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-- fill chest
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if name == "hut" then
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@ -135,6 +136,8 @@ function settlements.pick_next_building(pos_surface)
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building_all_info = schematic_table["lamp"]
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elseif random_number > 55 and count_buildings["church"] < schematic_table["church"]["max_num"]*number_of_buildings then
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building_all_info = schematic_table["church"]
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elseif random_number > 45 and count_buildings["blacksmith"] < schematic_table["blacksmith"]["max_num"]*number_of_buildings then
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building_all_info = schematic_table["blacksmith"]
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else
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building_all_info = schematic_table["hut"]
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end
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@ -1,2 +1,3 @@
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default
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farming?
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mobs_npc?
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6
init.lua
6
init.lua
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@ -11,7 +11,11 @@ dofile(settlements.modpath.."/foundation.lua")
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dofile(settlements.modpath.."/buildings.lua")
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-- load settlements on server
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settlements_in_world = settlements.load()
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if minetest.get_modpath("mobs_npc") ~= nil then
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--mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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mobs:register_spawn("mobs_npc:npc", {"default:junglewood"}, 20, 0, 1, 7, 31000, nil)
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mobs:register_spawn("mobs_npc:trader", {"default:junglewood"}, 20, 0, 1, 7, 31000, nil)
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end
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--
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-- on map generation, try to build a settlement
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--
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@ -92,9 +92,10 @@ function settlements.fill_chest(pos)
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end
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-- fill chest
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local inv = minetest.get_inventory( {type="node", pos=chestpos} )
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-- always
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inv:add_item("main", "default:apple "..math.random(1,3))
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-- low value items
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if math.random(0,1) < 1 then
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inv:add_item("main", "default:apple "..math.random(0,3))
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inv:add_item("main", "farming:bread "..math.random(0,3))
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inv:add_item("main", "default:steel_ingot "..math.random(0,3))
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-- additional fillings when farmin mod enabled
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